Difference between revisions of "Collecting"
From gdp3
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== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Freedom of Choice]], | [[Freedom of Choice]], | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Collections]], | [[Collections]], | ||
+ | [[Drawing Stacks]], | ||
[[Grind Achievements]], | [[Grind Achievements]], | ||
[[Herd]], | [[Herd]], | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
[[Camping]], | [[Camping]], | ||
+ | [[Crafting]], | ||
[[Game Element Trading]], | [[Game Element Trading]], | ||
[[Geometric Progression]] | [[Geometric Progression]] |
Revision as of 08:13, 17 June 2022
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Insectopia Pirates! Pacman must die BotFighters Treasure
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Can Instantiate
Freedom of Choice, Goal Hierarchies, Grinding, Player-Defined Goals
with Resource Generators or Spawn Points
Can Modulate
Character Development, Game Items, Resources
Can Be Instantiated By
Collections, Drawing Stacks, Grind Achievements, Herd, Movement, Power-Ups, Rewards, Scores, Sustenance Rewards, Transfer of Control, Tools
Maneuvering together with Chargers or Pick-Ups
Can Be Modulated By
Camping, Crafting, Game Element Trading, Geometric Progression
Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Collecting that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-